Direct3D 11 Graphics

Overview of the Direct3D 11 Graphics technology.

To develop Direct3D 11 Graphics, you need these headers:

For programming guidance for this technology, see:

Enumerations

Title Description
D3D11_ASYNC_GETDATA_FLAG Optional flags that control the behavior of ID3D11DeviceContext::GetData.
D3D11_BIND_FLAG Identifies how to bind a resource to the pipeline.
D3D11_BLEND Blend factors, which modulate values for the pixel shader and render target.
D3D11_BLEND_OP RGB or alpha blending operation.
D3D11_BUFFER_UAV_FLAG Identifies unordered-access view options for a buffer resource.
D3D11_BUFFEREX_SRV_FLAG Identifies how to view a buffer resource.
D3D11_CLEAR_FLAG Specifies the parts of the depth stencil to clear.
D3D11_COLOR_WRITE_ENABLE Identify which components of each pixel of a render target are writable during blending.
D3D11_COMPARISON_FUNC Comparison options.
D3D11_CONSERVATIVE_RASTERIZATION_TIER Specifies if the hardware and driver support conservative rasterization and at what tier level.
D3D11_COUNTER Options for performance counters.
D3D11_COUNTER_TYPE Data type of a performance counter.
D3D11_CPU_ACCESS_FLAG Specifies the types of CPU access allowed for a resource.
D3D11_CREATE_DEVICE_FLAG Describes parameters that are used to create a device.
D3D11_CULL_MODE Indicates triangles facing a particular direction are not drawn.
D3D11_DEPTH_WRITE_MASK Identify the portion of a depth-stencil buffer for writing depth data.
D3D11_DEVICE_CONTEXT_TYPE Device context options.
D3D11_DSV_DIMENSION Specifies how to access a resource used in a depth-stencil view.
D3D11_DSV_FLAG Depth-stencil view options.
D3D11_FEATURE Direct3D 11 feature options.
D3D11_FILL_MODE Determines the fill mode to use when rendering triangles.
D3D11_FILTER Filtering options during texture sampling.
D3D11_FILTER_REDUCTION_TYPE Specifies the type of sampler filter reduction.
D3D11_FILTER_TYPE Types of magnification or minification sampler filters.
D3D11_FORMAT_SUPPORT Which resources are supported for a given format and given device (see ID3D11Device::CheckFormatSupport and ID3D11Device::CheckFeatureSupport).
D3D11_FORMAT_SUPPORT2 Unordered resource support options for a compute shader resource (see ID3D11Device::CheckFeatureSupport).
D3D11_INPUT_CLASSIFICATION Type of data contained in an input slot.
D3D11_MAP Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags.
D3D11_MAP_FLAG Specifies how the CPU should respond when an application calls the ID3D11DeviceContext::Map method on a resource that is being used by the GPU.
D3D11_QUERY Query types.
D3D11_QUERY_MISC_FLAG Flags that describe miscellaneous query behavior.
D3D11_RAISE_FLAG Option(s) for raising an error to a non-continuable exception.
D3D11_RESOURCE_DIMENSION Identifies the type of resource being used.
D3D11_RESOURCE_MISC_FLAG Identifies options for resources.
D3D11_RTV_DIMENSION These flags identify the type of resource that will be viewed as a render target.
D3D11_SHADER_CACHE_SUPPORT_FLAGS Describes the level of support for shader caching in the current graphics driver.
D3D11_SHADER_MIN_PRECISION_SUPPORT Values that specify minimum precision levels at shader stages.
D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS Specifies a multi-sample pattern type.
D3D11_STENCIL_OP The stencil operations that can be performed during depth-stencil testing.
D3D11_TEXTURE_ADDRESS_MODE Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.
D3D11_TEXTURECUBE_FACE The different faces of a cube texture.
D3D11_TILED_RESOURCES_TIER Indicates the tier level at which tiled resources are supported.
D3D11_UAV_DIMENSION Unordered-access view options.
D3D11_USAGE Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the graphics processing unit (GPU).
D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG Describes flags that are used to create a device context state object (ID3DDeviceContextState) with the ID3D11Device1::CreateDeviceContextState method.
D3D11_COPY_FLAGS Specifies how to handle the existing contents of a resource during a copy or update operation of a region within that resource.
D3D11_LOGIC_OP Specifies logical operations to configure for a render target.
D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG Identifies how to check multisample quality levels.
D3D11_TILE_COPY_FLAG Identifies how to copy a tile.
D3D11_TILE_MAPPING_FLAG Identifies how to perform a tile-mapping operation.
D3D11_TILE_RANGE_FLAG Specifies a range of tile mappings to use with ID3D11DeviceContext2::UpdateTiles.
D3D11_CONSERVATIVE_RASTERIZATION_MODE Identifies whether conservative rasterization is on or off.
D3D11_CONTEXT_TYPE Specifies the context in which a query occurs.
D3D11_FENCE_FLAG Specifies fence options.
D3D11_TEXTURE_LAYOUT Specifies texture layout options.
D3D11_MESSAGE_CATEGORY Categories of debug messages.
D3D11_MESSAGE_ID Debug messages for setting up an info-queue filter (see D3D11_INFO_QUEUE_FILTER); use these messages to allow or deny message categories to pass through the storage and retrieval filters.
D3D11_MESSAGE_SEVERITY Debug message severity levels for an information queue.
D3D11_RLDO_FLAGS Options for the amount of information to report about a device object's lifetime.
D3D11_SHADER_TRACKING_OPTION Options that specify how to perform shader debug tracking.
D3D11_SHADER_TRACKING_RESOURCE_TYPE Indicates which resource types to track.
D3D11_SHADER_VERSION_TYPE Indicates shader type.
D3D11_SHADER_TYPE Identifies a shader type for tracing.
D3D11_TRACE_GS_INPUT_PRIMITIVE Identifies the type of geometry shader input primitive.
D3D11_TRACE_REGISTER_TYPE Identifies a type of trace register.
_D3D_CBUFFER_TYPE Values that identify the intended use of constant-buffer data.
_D3D_INCLUDE_TYPE Values that indicate the location of a shader #include file.
_D3D_PARAMETER_FLAGS Indicates semantic flags for function parameters.
_D3D_SHADER_CBUFFER_FLAGS Values that identify the indended use of a constant-data buffer.
_D3D_SHADER_INPUT_FLAGS Values that identify shader-input options.
_D3D_SHADER_INPUT_TYPE Values that identify resource types that can be bound to a shader and that are reflected as part of the resource description for the shader.
_D3D_SHADER_VARIABLE_CLASS Values that identify the class of a shader variable.
_D3D_SHADER_VARIABLE_FLAGS Values that identify information about a shader variable.
_D3D_SHADER_VARIABLE_TYPE Values that identify various data, texture, and buffer types that can be assigned to a shader variable.
D3D_DRIVER_TYPE Driver type options.
D3D_FEATURE_LEVEL Describes the set of features targeted by a Direct3D device.
D3D_INTERPOLATION_MODE Specifies interpolation mode, which affects how values are calculated during rasterization.
D3D_MIN_PRECISION Values that indicate the minimum desired interpolation precision.
D3D_NAME Values that identify shader parameters that use system-value semantics.
D3D_PRIMITIVE Indicates how the pipeline interprets geometry or hull shader input primitives.
D3D_PRIMITIVE_TOPOLOGY Values that indicate how the pipeline interprets vertex data that is bound to the input-assembler stage. These primitive topology values determine how the vertex data is rendered on screen.
D3D_REGISTER_COMPONENT_TYPE Values that identify the data types that can be stored in a register.
D3D_RESOURCE_RETURN_TYPE Indicates return value type.
D3D_SRV_DIMENSION Values that identify the type of resource to be viewed as a shader resource.
D3D_TESSELLATOR_DOMAIN Domain options for tessellator data.
D3D_TESSELLATOR_OUTPUT_PRIMITIVE Output primitive types.
D3D_TESSELLATOR_PARTITIONING Partitioning options.
D3DX11_FFT_CREATE_FLAG FFT creation flags.
D3DX11_FFT_DATA_TYPE FFT data types.
D3DX11_FFT_DIM_MASK Number of dimensions for FFT data.
D3DX11_SCAN_DATA_TYPE Type for scan data.
D3DX11_SCAN_DIRECTION Direction to perform scan in.
D3DX11_SCAN_OPCODE Scan opcodes.

Functions

Title Description
D3D11CalcSubresource Calculates a subresource index for a texture.
D3D11CreateDevice Creates a device that represents the display adapter.
D3D11CreateDeviceAndSwapChain Creates a device that represents the display adapter and a swap chain used for rendering.
GetDataSize Get the size of the data (in bytes) that is output when calling ID3D11DeviceContext::GetData.
GetDesc Gets the description for blending state that you used to create the blend-state object.
GetDesc Get the properties of a buffer resource.
GetClassLinkage Gets the ID3D11ClassLinkage object associated with the current HLSL class.
GetDesc Gets a description of the current HLSL class.
GetInstanceName Gets the instance name of the current HLSL class.
GetTypeName Gets the type of the current HLSL class.
CreateClassInstance Initializes a class-instance object that represents an HLSL class instance.
GetClassInstance Gets the class-instance object that represents the specified HLSL class.
GetContextFlags Gets the initialization flags associated with the deferred context that created the command list.
GetDesc Get a counter description.
GetDesc Gets the description for depth-stencil state that you used to create the depth-stencil-state object.
GetDesc Get the depth-stencil view.
CheckCounter Get the type, name, units of measure, and a description of an existing counter.
CheckCounterInfo Get a counter's information.
CheckFeatureSupport Gets information about the features that are supported by the current graphics driver.
CheckFormatSupport Get the support of a given format on the installed video device.
CheckMultisampleQualityLevels Get the number of quality levels available during multisampling.
CreateBlendState Create a blend-state object that encapsules blend state for the output-merger stage.
CreateBuffer Creates a buffer (vertex buffer, index buffer, or shader-constant buffer).
CreateClassLinkage Creates class linkage libraries to enable dynamic shader linkage.
CreateComputeShader Create a compute shader.
CreateCounter Create a counter object for measuring GPU performance.
CreateDeferredContext Creates a deferred context, which can record command lists.
CreateDepthStencilState Create a depth-stencil state object that encapsulates depth-stencil test information for the output-merger stage.
CreateDepthStencilView Create a depth-stencil view for accessing resource data.
CreateDomainShader Create a domain shader.
CreateGeometryShader Create a geometry shader.
CreateGeometryShaderWithStreamOutput Creates a geometry shader that can write to streaming output buffers.
CreateHullShader Create a hull shader.
CreateInputLayout Create an input-layout object to describe the input-buffer data for the input-assembler stage.
CreatePixelShader Create a pixel shader.
CreatePredicate Creates a predicate.
CreateQuery This interface encapsulates methods for querying information from the GPU.
CreateRasterizerState Create a rasterizer state object that tells the rasterizer stage how to behave.
CreateRenderTargetView Creates a render-target view for accessing resource data.
CreateSamplerState Create a sampler-state object that encapsulates sampling information for a texture.
CreateShaderResourceView Create a shader-resource view for accessing data in a resource.
CreateTexture1D Creates an array of 1D textures.
CreateTexture2D Create an array of 2D textures.
CreateTexture3D Create a single 3D texture.
CreateUnorderedAccessView Creates a view for accessing an unordered access resource.
CreateVertexShader Create a vertex-shader object from a compiled shader.
GetCreationFlags Get the flags used during the call to create the device with D3D11CreateDevice.
GetDeviceRemovedReason Get the reason why the device was removed.
GetExceptionMode Get the exception-mode flags.
GetFeatureLevel Gets the feature level of the hardware device.
GetImmediateContext Gets an immediate context, which can play back command lists.
GetPrivateData Get application-defined data from a device.
OpenSharedResource Give a device access to a shared resource created on a different device.
SetExceptionMode Get the exception-mode flags.
SetPrivateData Set data to a device and associate that data with a guid.
SetPrivateDataInterface Associate an IUnknown-derived interface with this device child and associate that interface with an application-defined guid.
GetDevice Get a pointer to the device that created this interface.
GetPrivateData Get application-defined data from a device child.
SetPrivateData Set application-defined data to a device child and associate that data with an application-defined guid.
SetPrivateDataInterface Associate an IUnknown-derived interface with this device child and associate that interface with an application-defined guid.
Begin Mark the beginning of a series of commands.
ClearDepthStencilView Clears the depth-stencil resource.
ClearRenderTargetView Set all the elements in a render target to one value.
ClearState Restore all default settings.
ClearUnorderedAccessViewFloat Clears an unordered access resource with a float value.
ClearUnorderedAccessViewUint Clears an unordered access resource with bit-precise values.
CopyResource Copy the entire contents of the source resource to the destination resource using the GPU.
CopyStructureCount Copies data from a buffer holding variable length data.
CopySubresourceRegion Copy a region from a source resource to a destination resource.
CSGetConstantBuffers Get the constant buffers used by the compute-shader stage.
CSGetSamplers Get an array of sampler state interfaces from the compute-shader stage.
CSGetShader Get the compute shader currently set on the device.
CSGetShaderResources Get the compute-shader resources.
CSGetUnorderedAccessViews Gets an array of views for an unordered resource.
CSSetConstantBuffers Sets the constant buffers used by the compute-shader stage.
CSSetSamplers Set an array of sampler states to the compute-shader stage.
CSSetShader Set a compute shader to the device.
CSSetShaderResources Bind an array of shader resources to the compute-shader stage.
CSSetUnorderedAccessViews Sets an array of views for an unordered resource.
Dispatch Execute a command list from a thread group.
DispatchIndirect Execute a command list over one or more thread groups.
Draw Draw non-indexed, non-instanced primitives.
DrawAuto Draw geometry of an unknown size.
DrawIndexed Draw indexed, non-instanced primitives.
DrawIndexedInstanced Draw indexed, instanced primitives.
DrawIndexedInstancedIndirect Draw indexed, instanced, GPU-generated primitives.
DrawInstanced Draw non-indexed, instanced primitives.
DrawInstancedIndirect Draw instanced, GPU-generated primitives.
DSGetConstantBuffers Get the constant buffers used by the domain-shader stage.
DSGetSamplers Get an array of sampler state interfaces from the domain-shader stage.
DSGetShader Get the domain shader currently set on the device.
DSGetShaderResources Get the domain-shader resources.
DSSetConstantBuffers Sets the constant buffers used by the domain-shader stage.
DSSetSamplers Set an array of sampler states to the domain-shader stage.
DSSetShader Set a domain shader to the device.
DSSetShaderResources Bind an array of shader resources to the domain-shader stage.
End Mark the end of a series of commands.
ExecuteCommandList Queues commands from a command list onto a device.
FinishCommandList Create a command list and record graphics commands into it.
Flush Sends queued-up commands in the command buffer to the graphics processing unit (GPU).
GenerateMips Generates mipmaps for the given shader resource.
GetContextFlags Gets the initialization flags associated with the current deferred context.
GetData Get data from the graphics processing unit (GPU) asynchronously.
GetPredication Get the rendering predicate state.
GetResourceMinLOD Gets the minimum level-of-detail (LOD).
GetType Gets the type of device context.
GSGetConstantBuffers Get the constant buffers used by the geometry shader pipeline stage.
GSGetSamplers Get an array of sampler state interfaces from the geometry shader pipeline stage.
GSGetShader Get the geometry shader currently set on the device.
GSGetShaderResources Get the geometry shader resources.
GSSetConstantBuffers Sets the constant buffers used by the geometry shader pipeline stage.
GSSetSamplers Set an array of sampler states to the geometry shader pipeline stage.
GSSetShader Set a geometry shader to the device.
GSSetShaderResources Bind an array of shader resources to the geometry shader stage.
HSGetConstantBuffers Get the constant buffers used by the hull-shader stage.
HSGetSamplers Get an array of sampler state interfaces from the hull-shader stage.
HSGetShader Get the hull shader currently set on the device.
HSGetShaderResources Get the hull-shader resources.
HSSetConstantBuffers Set the constant buffers used by the hull-shader stage.
HSSetSamplers Set an array of sampler states to the hull-shader stage.
HSSetShader Set a hull shader to the device.
HSSetShaderResources Bind an array of shader resources to the hull-shader stage.
IAGetIndexBuffer Get a pointer to the index buffer that is bound to the input-assembler stage.
IAGetInputLayout Get a pointer to the input-layout object that is bound to the input-assembler stage.
IAGetPrimitiveTopology Get information about the primitive type, and data order that describes input data for the input assembler stage.
IAGetVertexBuffers Get the vertex buffers bound to the input-assembler stage.
IASetIndexBuffer Bind an index buffer to the input-assembler stage.
IASetInputLayout Bind an input-layout object to the input-assembler stage.
IASetPrimitiveTopology Bind information about the primitive type, and data order that describes input data for the input assembler stage.
IASetVertexBuffers Bind an array of vertex buffers to the input-assembler stage.
Map Gets a pointer to the data contained in a subresource, and denies the GPU access to that subresource.
OMGetBlendState Get the blend state of the output-merger stage.
OMGetDepthStencilState Gets the depth-stencil state of the output-merger stage.
OMGetRenderTargets Get pointers to the resources bound to the output-merger stage.
OMGetRenderTargetsAndUnorderedAccessViews Get pointers to the resources bound to the output-merger stage.
OMSetBlendState Set the blend state of the output-merger stage.
OMSetDepthStencilState Sets the depth-stencil state of the output-merger stage.
OMSetRenderTargets Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.
OMSetRenderTargetsAndUnorderedAccessViews Binds resources to the output-merger stage.
PSGetConstantBuffers Get the constant buffers used by the pixel shader pipeline stage.
PSGetSamplers Get an array of sampler states from the pixel shader pipeline stage.
PSGetShader Get the pixel shader currently set on the device.
PSGetShaderResources Get the pixel shader resources.
PSSetConstantBuffers Sets the constant buffers used by the pixel shader pipeline stage.
PSSetSamplers Set an array of sampler states to the pixel shader pipeline stage.
PSSetShader Sets a pixel shader to the device.
PSSetShaderResources Bind an array of shader resources to the pixel shader stage.
ResolveSubresource Copy a multisampled resource into a non-multisampled resource.
RSGetScissorRects Get the array of scissor rectangles bound to the rasterizer stage.
RSGetState Get the rasterizer state from the rasterizer stage of the pipeline.
RSGetViewports Gets the array of viewports bound to the rasterizer stage.
RSSetScissorRects Bind an array of scissor rectangles to the rasterizer stage.
RSSetState Set the rasterizer state for the rasterizer stage of the pipeline.
RSSetViewports Bind an array of viewports to the rasterizer stage of the pipeline.
SetPredication Set a rendering predicate.
SetResourceMinLOD Sets the minimum level-of-detail (LOD) for a resource.
SOGetTargets Get the target output buffers for the stream-output stage of the pipeline.
SOSetTargets Set the target output buffers for the stream-output stage of the pipeline.
Unmap Invalidate the pointer to a resource and reenable the GPU's access to that resource.
UpdateSubresource The CPU copies data from memory to a subresource created in non-mappable memory.
VSGetConstantBuffers Get the constant buffers used by the vertex shader pipeline stage.
VSGetSamplers Get an array of sampler states from the vertex shader pipeline stage.
VSGetShader Get the vertex shader currently set on the device.
VSGetShaderResources Get the vertex shader resources.
VSSetConstantBuffers Sets the constant buffers used by the vertex shader pipeline stage.
VSSetSamplers Set an array of sampler states to the vertex shader pipeline stage.
VSSetShader Set a vertex shader to the device.
VSSetShaderResources Bind an array of shader resources to the vertex-shader stage.
GetDesc Get a query description.
GetDesc Gets the description for rasterizer state that you used to create the rasterizer-state object.
GetDesc Get the properties of a render target view.
GetEvictionPriority Get the eviction priority of a resource.
GetType Get the type of the resource.
SetEvictionPriority Set the eviction priority of a resource.
GetDesc Gets the description for sampler state that you used to create the sampler-state object.
GetDesc Get the shader resource view's description.
GetDesc Get the properties of the texture resource.
GetDesc Get the properties of the texture resource.
GetDesc Get the properties of the texture resource.
GetDesc Get a description of the resource.
GetResource Get the resource that is accessed through this view.
GetDesc1 Gets the description for blending state that you used to create the blend-state object.
CreateBlendState1 Creates a blend-state object that encapsulates blend state for the output-merger stage and allows the configuration of logic operations.
CreateDeferredContext1 Creates a deferred context, which can record command lists.
CreateDeviceContextState Creates a context state object that holds all Microsoft Direct3D state and some Direct3D behavior.
CreateRasterizerState1 Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing.
GetImmediateContext1 Gets an immediate context, which can play back command lists.
OpenSharedResource1 Gives a device access to a shared resource that is referenced by a handle and that was created on a different device.
OpenSharedResourceByName Gives a device access to a shared resource that is referenced by name and that was created on a different device.
ClearView Sets all the elements in a resource view to one value.
CopySubresourceRegion1 Copies a region from a source resource to a destination resource.
CSGetConstantBuffers1 Gets the constant buffers that the compute-shader stage uses.
CSSetConstantBuffers1 Sets the constant buffers that the compute-shader stage uses.
DiscardResource Discards a resource from the device context.
DiscardView Discards a resource view from the device context.
DiscardView1 Discards the specified elements in a resource view from the device context.
DSGetConstantBuffers1 Gets the constant buffers that the domain-shader stage uses.
DSSetConstantBuffers1 Sets the constant buffers that the domain-shader stage uses.
GSGetConstantBuffers1 Gets the constant buffers that the geometry shader pipeline stage uses.
GSSetConstantBuffers1 Sets the constant buffers that the geometry shader pipeline stage uses.
HSGetConstantBuffers1 Gets the constant buffers that the hull-shader stage uses.
HSSetConstantBuffers1 Sets the constant buffers that the hull-shader stage of the pipeline uses.
PSGetConstantBuffers1 Gets the constant buffers that the pixel shader pipeline stage uses.
PSSetConstantBuffers1 Sets the constant buffers that the pixel shader pipeline stage uses, and enables the shader to access other parts of the buffer.
SwapDeviceContextState Activates the given context state object and changes the current device behavior to Direct3D 11, Direct3D 10.1, or Direct3D 10.
UpdateSubresource1 The CPU copies data from memory to a subresource created in non-mappable memory.
VSGetConstantBuffers1 Gets the constant buffers that the vertex shader pipeline stage uses.
VSSetConstantBuffers1 Sets the constant buffers that the vertex shader pipeline stage uses.
GetDesc1 Gets the description for rasterizer state that you used to create the rasterizer-state object.
BeginEvent Marks the beginning of a section of event code.
EndEvent Marks the end of a section of event code.
GetStatus Determines whether the calling application is running under a Microsoft Direct3D profiling tool.
SetMarker Marks a single point of execution in code.
CheckMultisampleQualityLevels1 Get the number of quality levels available during multisampling.
CreateDeferredContext2 Creates a deferred context, which can record command lists.
GetImmediateContext2 Gets an immediate context, which can play back command lists.
GetResourceTiling Gets info about how a tiled resource is broken into tiles.
BeginEventInt Allows applications to annotate the beginning of a range of graphics commands.
CopyTileMappings Copies mappings from a source tiled resource to a destination tiled resource.
CopyTiles Copies tiles from buffer to tiled resource or vice versa.
EndEvent Allows applications to annotate the end of a range of graphics commands.
IsAnnotationEnabled Allows apps to determine when either a capture or profiling request is enabled.
ResizeTilePool Resizes a tile pool.
SetMarkerInt Allows applications to annotate graphics commands.
TiledResourceBarrier Specifies a data access ordering constraint between multiple tiled resources.
UpdateTileMappings Updates mappings of tile locations in tiled resources to memory locations in a tile pool.
UpdateTiles Updates tiles by copying from app memory to the tiled resource.
CreateDeferredContext3 Creates a deferred context, which can record command lists.
CreateQuery1 Creates a query object for querying information from the graphics processing unit (GPU).
CreateRasterizerState2 Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing.
CreateRenderTargetView1 Creates a render-target view for accessing resource data.
CreateShaderResourceView1 Creates a shader-resource view for accessing data in a resource.
CreateTexture2D1 Creates a 2D texture.
CreateTexture3D1 Creates a 3D texture.
CreateUnorderedAccessView1 Creates a view for accessing an unordered access resource.
GetImmediateContext3 Gets an immediate context, which can play back command lists.
ReadFromSubresource Copies data from a D3D11_USAGE_DEFAULTtexture which was mapped using ID3D11DeviceContext3::Mapwhile providing a NULL D3D11_MAPPED_SUBRESOURCEparameter.
WriteToSubresource Copies data into a D3D11_USAGE_DEFAULTtexture which was mapped using ID3D11DeviceContext3::Mapwhile providing a NULL D3D11_MAPPED_SUBRESOURCEparameter.
Flush1 Sends queued-up commands in the command buffer to the graphics processing unit (GPU), with a specified context type and an optional event handle to create an event query.
GetHardwareProtectionState Gets whether hardware protection is enabled.
SetHardwareProtectionState Sets the hardware protection state.
Signal Updates a fence to a specified value after all previous work has completed.
Wait Waits until the specified fence reaches or exceeds the specified value before future work can begin.
CreateSharedHandle Creates a shared handle to a fence object.
GetCompletedValue Gets the current value of the fence.
SetEventOnCompletion Specifies an event that should be fired when the fence reaches a certain value.
GetDesc1 Gets a query description.
GetDesc2 Gets the description for rasterizer state that you used to create the rasterizer-state object.
GetDesc1 Gets the properties of a render-target view.
GetDesc1 Gets the shader-resource view's description.
GetDesc1 Gets the properties of the texture resource.
GetDesc1 Gets the properties of the texture resource.
GetDesc1 Gets a description of the resource.
RegisterDeviceRemovedEvent Registers the "device removed" event and indicates when a Direct3D device has become removed for any reason, using an asynchronous notification mechanism.
UnregisterDeviceRemoved Unregisters the "device removed" event.
CreateFence Creates a fence object.
OpenSharedFence Opens a handle for a shared fence by using HANDLE and REFIID.
Enter Enter a device's critical section.
GetMultithreadProtected Find out if multithread protection is turned on or not.
Leave Leave a device's critical section.
SetMultithreadProtected Turns multithread protection on or off.
GetFeatureMask Get a bitfield of flags that indicates which debug features are on or off.
GetPresentPerRenderOpDelay Get the number of milliseconds to sleep after IDXGISwapChain::Present is called.
GetSwapChain Get the swap chain that the runtime will use for automatically calling IDXGISwapChain::Present.
ReportLiveDeviceObjects Report information about a device object's lifetime.
SetFeatureMask Set a bit field of flags that will turn debug features on and off.
SetPresentPerRenderOpDelay Set the number of milliseconds to sleep after IDXGISwapChain::Present is called.
SetSwapChain Sets a swap chain that the runtime will use for automatically calling IDXGISwapChain::Present.
ValidateContext Check to see if the draw pipeline state is valid.
ValidateContextForDispatch Verifies whether the dispatch pipeline state is valid.
AddApplicationMessage Add a user-defined message to the message queue and send that message to debug output.
AddMessage Add a debug message to the message queue and send that message to debug output.
AddRetrievalFilterEntries Add storage filters to the top of the retrieval-filter stack.
AddStorageFilterEntries Add storage filters to the top of the storage-filter stack.
ClearRetrievalFilter Remove a retrieval filter from the top of the retrieval-filter stack.
ClearStorageFilter Remove a storage filter from the top of the storage-filter stack.
ClearStoredMessages Clear all messages from the message queue.
GetBreakOnCategory Get a message category to break on when a message with that category passes through the storage filter.
GetBreakOnID Get a message identifier to break on when a message with that identifier passes through the storage filter.
GetBreakOnSeverity Get a message severity level to break on when a message with that severity level passes through the storage filter.
GetMessage Get a message from the message queue.
GetMessageCountLimit Get the maximum number of messages that can be added to the message queue.
GetMuteDebugOutput Get a boolean that turns the debug output on or off.
GetNumMessagesAllowedByStorageFilter Get the number of messages that were allowed to pass through a storage filter.
GetNumMessagesDeniedByStorageFilter Get the number of messages that were denied passage through a storage filter.
GetNumMessagesDiscardedByMessageCountLimit Get the number of messages that were discarded due to the message count limit.
GetNumStoredMessages Get the number of messages currently stored in the message queue.
GetNumStoredMessagesAllowedByRetrievalFilter Get the number of messages that are able to pass through a retrieval filter.
GetRetrievalFilter Get the retrieval filter at the top of the retrieval-filter stack.
GetRetrievalFilterStackSize Get the size of the retrieval-filter stack in bytes.
GetStorageFilter Get the storage filter at the top of the storage-filter stack.
GetStorageFilterStackSize Get the size of the storage-filter stack in bytes.
PopRetrievalFilter Pop a retrieval filter from the top of the retrieval-filter stack.
PopStorageFilter Pop a storage filter from the top of the storage-filter stack.
PushCopyOfRetrievalFilter Push a copy of retrieval filter currently on the top of the retrieval-filter stack onto the retrieval-filter stack.
PushCopyOfStorageFilter Push a copy of storage filter currently on the top of the storage-filter stack onto the storage-filter stack.
PushEmptyRetrievalFilter Push an empty retrieval filter onto the retrieval-filter stack.
PushEmptyStorageFilter Push an empty storage filter onto the storage-filter stack.
PushRetrievalFilter Push a retrieval filter onto the retrieval-filter stack.
PushStorageFilter Push a storage filter onto the storage-filter stack.
SetBreakOnCategory Set a message category to break on when a message with that category passes through the storage filter.
SetBreakOnID Set a message identifier to break on when a message with that identifier passes through the storage filter.
SetBreakOnSeverity Set a message severity level to break on when a message with that severity level passes through the storage filter.
SetMessageCountLimit Set the maximum number of messages that can be added to the message queue.
SetMuteDebugOutput Set a boolean that turns the debug output on or off.
SetTrackingOptions Sets graphics processing unit (GPU) debug reference default tracking options for specific resource types.
SetTrackingOptions Sets graphics processing unit (GPU) debug reference tracking options.
GetUseRef ID3D11SwitchToRef::GetUseRef method
SetUseRef ID3D11SwitchToRef::SetUseRef method
SetShaderTrackingOptions Sets the reference rasterizer's race-condition tracking options for a specific shader.
SetShaderTrackingOptionsByType Sets the reference rasterizer's default race-condition tracking options for the specified resource types.
CallFunction Creates a call-function linking node to use in the function-linking-graph.
CreateModuleInstance Initializes a shader module from the function-linking-graph object.
GenerateHlsl Generates Microsoft High Level Shader Language (HLSL) shader code that represents the function-linking-graph.
GetLastError Gets the error from the last function call of the function-linking-graph.
PassValue Passes a value from a source linking node to a destination linking node.
PassValueWithSwizzle Passes a value with swizzle from a source linking node to a destination linking node.
SetInputSignature Sets the input signature of the function-linking-graph.
SetOutputSignature Sets the output signature of the function-linking-graph.
GetDesc Fills the parameter descriptor structure for the function's parameter.
GetConstantBufferByIndex Gets a constant buffer by index for a function.
GetConstantBufferByName Gets a constant buffer by name for a function.
GetDesc Fills the function descriptor structure for the function.
GetFunctionParameter Gets the function parameter reflector.
GetResourceBindingDesc Gets a description of how a resource is bound to a function.
GetResourceBindingDescByName Gets a description of how a resource is bound to a function.
GetVariableByName Gets a variable by name.
GetDesc Fills the library descriptor structure for the library reflection.
GetFunctionByIndex Gets the function reflector.
AddClipPlaneFromCBuffer Adds a clip plane with the plane coefficients taken from a cbuffer entry for 10Level9 shaders.
Link Links the shader and produces a shader blob that the Direct3D runtime can use.
UseLibrary Adds an instance of a library module to be used for linking.
CreateInstance Initializes an instance of a shader module that is used for resource rebinding.
BindConstantBuffer Rebinds a constant buffer from a source slot to a destination slot.
BindConstantBufferByName Rebinds a constant buffer by name to a destination slot.
BindResource Rebinds a texture or buffer from source slot to destination slot.
BindResourceAsUnorderedAccessView Rebinds a resource as an unordered access view (UAV) from source slot to destination slot.
BindResourceAsUnorderedAccessViewByName Rebinds a resource by name as an unordered access view (UAV) to destination slots.
BindResourceByName Rebinds a texture or buffer by name to destination slots.
BindSampler Rebinds a sampler from source slot to destination slot.
BindSamplerByName Rebinds a sampler by name to destination slots.
BindUnorderedAccessView Rebinds an unordered access view (UAV) from source slot to destination slot.
BindUnorderedAccessViewByName Rebinds an unordered access view (UAV) by name to destination slots.
GetBitwiseInstructionCount Gets the number of bitwise instructions.
GetConstantBufferByIndex Get a constant buffer by index.
GetConstantBufferByName Get a constant buffer by name.
GetConversionInstructionCount Gets the number of conversion instructions.
GetDesc Get a shader description.
GetGSInputPrimitive Gets the geometry-shader input-primitive description.
GetInputParameterDesc Get an input-parameter description for a shader.
GetMinFeatureLevel Gets the minimum feature level.
GetMovcInstructionCount Gets the number of Movc instructions.
GetMovInstructionCount Gets the number of Mov instructions.
GetNumInterfaceSlots Gets the number of interface slots in a shader.
GetOutputParameterDesc Get an output-parameter description for a shader.
GetPatchConstantParameterDesc Get a patch-constant parameter description for a shader.
GetRequiresFlags Gets a group of flags that indicates the requirements of a shader.
GetResourceBindingDesc Get a description of how a resource is bound to a shader.
GetResourceBindingDescByName Get a description of how a resource is bound to a shader.
GetThreadGroupSize Retrieves the sizes, in units of threads, of the X, Y, and Z dimensions of the shader's thread-group grid.
GetVariableByName Gets a variable by name.
IsSampleFrequencyShader Indicates whether a shader is a sample frequency shader.
GetDesc Get a constant-buffer description.
GetVariableByIndex Get a shader-reflection variable by index.
GetVariableByName Get a shader-reflection variable by name.
GetBaseClass Gets an ID3D11ShaderReflectionType Interface interface containing the variable base class type.
GetDesc Get the description of a shader-reflection-variable type.
GetInterfaceByIndex Get an interface by index.
GetMemberTypeByIndex Get a shader-reflection-variable type by index.
GetMemberTypeByName Get a shader-reflection-variable type by name.
GetMemberTypeName Get a shader-reflection-variable type.
GetNumInterfaces Gets the number of interfaces.
GetSubType Gets the base class of a class.
ImplementsInterface Indicates whether a class type implements an interface.
IsEqual Indicates whether two ID3D11ShaderReflectionType Interface pointers have the same underlying type.
IsOfType Indicates whether a variable is of the specified type.
GetBuffer This method returns the buffer of the current ID3D11ShaderReflectionVariable.
GetDesc Get a shader-variable description.
GetInterfaceSlot Gets the corresponding interface slot for a variable that represents an interface pointer.
GetType Get a shader-variable type.
D3DDisassemble11Trace Disassembles a section of compiled Microsoft High Level Shader Language (HLSL) code that is specified by shader trace steps.
GetInitialRegisterContents Retrieves the initial contents of the specified input register.
GetReadRegister Retrieves information about a register that was read by a step in the trace.
GetStep Retrieves information about the specified step in the trace.
GetTraceStats Returns statistics about the trace.
GetWrittenRegister Retrieves information about a register that was written by a step in the trace.
PSSelectStamp Sets the specified pixel-shader stamp.
ResetTrace Resets the shader-trace object.
TraceReady Specifies that the shader trace recorded and is ready to use.
CreateShaderTrace Creates a shader-trace interface for a shader-trace information object.
GetBufferPointer Gets a pointer to the data.
GetBufferSize Gets the size.
Close A user-implemented method for closing a shader #include file.
Open A user-implemented method for opening and reading the contents of a shader #include file.
D3DX11CreateFFT Creates an ID3DX11FFT COM interface object.
D3DX11CreateFFT1DComplex Creates an ID3DX11FFT COM interface object.
D3DX11CreateFFT1DReal Creates an ID3DX11FFT COM interface object.
D3DX11CreateFFT2DComplex Creates an ID3DX11FFT COM interface object.
D3DX11CreateFFT2DReal Creates an ID3DX11FFT COM interface object.
D3DX11CreateFFT3DComplex Creates an ID3DX11FFT COM interface object.
D3DX11CreateFFT3DReal Creates an ID3DX11FFT COM interface object.
D3DX11CreateScan Creates a scan context.
D3DX11CreateSegmentedScan Creates a segmented scan context.
AttachBuffersAndPrecompute Attaches buffers to an FFT context and performs any required precomputations.
ForwardTransform Performs a forward FFT.
GetForwardScale Gets the scale for forward transforms.
GetInverseScale Get the scale for inverse transforms.
InverseTransform Performs an inverse FFT.
SetForwardScale Sets the scale used for forward transforms.
SetInverseScale Sets the scale used for inverse transforms.
Multiscan Performs a multiscan of a sequence.
Scan Performs an unsegmented scan of a sequence.
SetScanDirection Sets which direction to perform scans in.
SegScan Performs a segmented scan of a sequence.
SetScanDirection Sets which direction to perform scans in.

Interfaces

Title Description
ID3D11Asynchronous This interface encapsulates methods for retrieving data from the GPU asynchronously.
ID3D11BlendState The blend-state interface holds a description for blending state that you can bind to the output-merger stage.
ID3D11Buffer A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.
ID3D11ClassInstance This interface encapsulates an HLSL class.
ID3D11ClassLinkage This interface encapsulates an HLSL dynamic linkage.
ID3D11CommandList The ID3D11CommandList interface encapsulates a list of graphics commands for play back.
ID3D11Counter This interface encapsulates methods for measuring GPU performance.
ID3D11DepthStencilState The depth-stencil-state interface holds a description for depth-stencil state that you can bind to the output-merger stage.
ID3D11DepthStencilView A depth-stencil-view interface accesses a texture resource during depth-stencil testing.
ID3D11Device The device interface represents a virtual adapter; it is used to create resources.
ID3D11DeviceChild A device-child interface accesses data used by a device.
ID3D11DeviceContext The ID3D11DeviceContext interface represents a device context which generates rendering commands.
ID3D11Query A query interface queries information from the GPU.
ID3D11RasterizerState The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage.
ID3D11RenderTargetView A render-target-view interface identifies the render-target subresources that can be accessed during rendering.
ID3D11Resource A resource interface provides common actions on all resources.
ID3D11SamplerState The sampler-state interface holds a description for sampler state that you can bind to any shader stage of the pipeline for reference by texture sample operations.
ID3D11ShaderResourceView A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture.
ID3D11Texture1D A 1D texture interface accesses texel data, which is structured memory.
ID3D11Texture2D A 2D texture interface manages texel data, which is structured memory.
ID3D11Texture3D A 3D texture interface accesses texel data, which is structured memory.
ID3D11UnorderedAccessView A view interface specifies the parts of a resource the pipeline can access during rendering.
ID3D11View A view interface specifies the parts of a resource the pipeline can access during rendering.
ID3D11BlendState1 The blend-state interface holds a description for blending state that you can bind to the output-merger stage. This blend-state interface supports logical operations as well as blending operations.
ID3D11Device1 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device1 adds new methods to those in ID3D11Device.
ID3D11DeviceContext1 The device context interface represents a device context; it is used to render commands. ID3D11DeviceContext1 adds new methods to those in ID3D11DeviceContext.
ID3D11RasterizerState1 The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage. This rasterizer-state interface supports forced sample count.
ID3DUserDefinedAnnotation The ID3DUserDefinedAnnotation interface enables an application to describe conceptual sections and markers within the application's code flow.
ID3D11Device2 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device2 adds new methods to those in ID3D11Device1.
ID3D11DeviceContext2 The device context interface represents a device context; it is used to render commands. ID3D11DeviceContext2 adds new methods to those in ID3D11DeviceContext1.
ID3D11Device3 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device3 adds new methods to those in ID3D11Device2.
ID3D11DeviceContext3 The device context interface represents a device context; it is used to render commands. ID3D11DeviceContext3 adds new methods to those in ID3D11DeviceContext2.
ID3D11DeviceContext4 The device context interface represents a device context; it is used to render commands. ID3D11DeviceContext4 adds new methods to those in ID3D11DeviceContext3.
ID3D11Fence Represents a fence, an object used for synchronization of the CPU and one or more GPUs.
ID3D11Query1 Represents a query object for querying information from the graphics processing unit (GPU).
ID3D11RasterizerState2 The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage. This rasterizer-state interface supports forced sample count and conservative rasterization mode.
ID3D11RenderTargetView1 A render-target-view interface represents the render-target subresources that can be accessed during rendering.
ID3D11ShaderResourceView1 A shader-resource-view interface represents the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture.
ID3D11Texture2D1 A 2D texture interface represents texel data, which is structured memory.
ID3D11Texture3D1 A 3D texture interface represents texel data, which is structured memory.
ID3D11UnorderedAccessView1 An unordered-access-view interface represents the parts of a resource the pipeline can access during rendering.
ID3D11Device4 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device4 adds new methods to those in ID3D11Device3, such as RegisterDeviceRemovedEvent and UnregisterDeviceRemoved.
ID3D11Device5 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device5 adds new methods to those in ID3D11Device4.
ID3D11Multithread Provides threading protection for critical sections of a multi-threaded application.
ID3D11Debug A debug interface controls debug settings, validates pipeline state and can only be used if the debug layer is turned on.
ID3D11InfoQueue An information-queue interface stores, retrieves, and filters debug messages. The queue consists of a message queue, an optional storage filter stack, and a optional retrieval filter stack.
ID3D11RefDefaultTrackingOptions The default tracking interface sets reference default tracking options.
ID3D11RefTrackingOptions The tracking interface sets reference tracking options.
ID3D11SwitchToRef ID3D11SwitchToRef interface
ID3D11TracingDevice The tracing device interface sets shader tracking information, which enables accurate logging and playback of shader execution.
ID3D11FunctionLinkingGraph A function-linking-graph interface is used for constructing shaders that consist of a sequence of precompiled function calls that pass values to each other.
ID3D11FunctionParameterReflection A function-parameter-reflection interface accesses function-parameter info.
ID3D11FunctionReflection A function-reflection interface accesses function info.
ID3D11LibraryReflection A library-reflection interface accesses library info.
ID3D11Linker A linker interface is used to link a shader module.
ID3D11LinkingNode A linking-node interface is used for shader linking.
ID3D11Module A module interface creates an instance of a module that is used for resource rebinding.
ID3D11ModuleInstance A module-instance interface is used for resource rebinding.
ID3D11ShaderReflection A shader-reflection interface accesses shader information.
ID3D11ShaderReflectionConstantBuffer This shader-reflection interface provides access to a constant buffer.
ID3D11ShaderReflectionType This shader-reflection interface provides access to variable type.
ID3D11ShaderReflectionVariable This shader-reflection interface provides access to a variable.
ID3D11ShaderTrace An ID3D11ShaderTrace interface implements methods for obtaining traces of shader executions.
ID3D11ShaderTraceFactory An ID3D11ShaderTraceFactory interface implements a method for generating shader trace information objects.
ID3D10Blob This interface is used to return arbitrary-length data.
ID3DInclude ID3DInclude is an include interface that the user implements to allow an application to call user-overridable methods for opening and closing shader #include files.
ID3DX11FFT Encapsulates forward and inverse FFTs.
ID3DX11Scan Scan context.
ID3DX11SegmentedScan Segmented scan context.

Structures

Title Description
CD3D11_BLEND_DESC Represents a blend-state structure and provides convenience methods for creating blend-state structures.
CD3D11_BUFFER_DESC Represents a buffer and provides convenience methods for creating buffers.
D3D11_BLEND_DESC Describes the blend state that you use in a call to ID3D11Device::CreateBlendState to create a blend-state object.
D3D11_BOX Defines a 3D box.
D3D11_BUFFER_DESC Describes a buffer resource.
D3D11_BUFFER_RTV Specifies the elements in a buffer resource to use in a render-target view.
D3D11_BUFFER_SRV Specifies the elements in a buffer resource to use in a shader-resource view.
D3D11_BUFFER_UAV Describes the elements in a buffer to use in a unordered-access view.
D3D11_BUFFEREX_SRV Describes the elements in a raw buffer resource to use in a shader-resource view.
D3D11_CLASS_INSTANCE_DESC Describes an HLSL class instance.
D3D11_COUNTER_DESC Describes a counter.
D3D11_COUNTER_INFO Information about the video card's performance counter capabilities.
D3D11_DEPTH_STENCIL_DESC Describes depth-stencil state.
D3D11_DEPTH_STENCIL_VIEW_DESC Specifies the subresources of a texture that are accessible from a depth-stencil view.
D3D11_DEPTH_STENCILOP_DESC Stencil operations that can be performed based on the results of stencil test.
D3D11_DRAW_INDEXED_INSTANCED_INDIRECT_ARGS Arguments for draw indexed instanced indirect.
D3D11_DRAW_INSTANCED_INDIRECT_ARGS Arguments for draw instanced indirect.
D3D11_FEATURE_DATA_ARCHITECTURE_INFO Describes information about Direct3D 11.1 adapter architecture.
D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS Describes compute shader and raw and structured buffer support in the current graphics driver.
D3D11_FEATURE_DATA_D3D11_OPTIONS Describes Direct3D 11.1 feature options in the current graphics driver.
D3D11_FEATURE_DATA_D3D11_OPTIONS1 Describes Direct3D 11.2 feature options in the current graphics driver.
D3D11_FEATURE_DATA_D3D11_OPTIONS2 Describes Direct3D 11.3 feature options in the current graphics driver.
D3D11_FEATURE_DATA_D3D11_OPTIONS3 Describes Direct3D 11.3 feature options in the current graphics driver.
D3D11_FEATURE_DATA_D3D9_OPTIONS Describes Direct3D 9 feature options in the current graphics driver.
D3D11_FEATURE_DATA_D3D9_OPTIONS1 Describes Direct3D 9 feature options in the current graphics driver.
D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT Describes Direct3D 9 shadow support in the current graphics driver.
D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT Describes whether simple instancing is supported.
D3D11_FEATURE_DATA_DOUBLES Describes double data type support in the current graphics driver.
D3D11_FEATURE_DATA_FORMAT_SUPPORT Describes which resources are supported by the current graphics driver for a given format.
D3D11_FEATURE_DATA_FORMAT_SUPPORT2 Describes which unordered resource options are supported by the current graphics driver for a given format.
D3D11_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT Describes feature data GPU virtual address support, including maximum address bits per resource and per process.
D3D11_FEATURE_DATA_MARKER_SUPPORT Describes whether a GPU profiling technique is supported.
D3D11_FEATURE_DATA_SHADER_CACHE Describes the level of shader caching supported in the current graphics driver.
D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT Describes precision support options for shaders in the current graphics driver.
D3D11_FEATURE_DATA_THREADING Describes the multi-threading features that are supported by the current graphics driver.
D3D11_INPUT_ELEMENT_DESC A description of a single element for the input-assembler stage.
D3D11_MAPPED_SUBRESOURCE Provides access to subresource data.
D3D11_QUERY_DATA_PIPELINE_STATISTICS Query information about graphics-pipeline activity in between calls to ID3D11DeviceContext::Begin and ID3D11DeviceContext::End.
D3D11_QUERY_DATA_SO_STATISTICS Query information about the amount of data streamed out to the stream-output buffers in between ID3D11DeviceContext::Begin and ID3D11DeviceContext::End.
D3D11_QUERY_DATA_TIMESTAMP_DISJOINT Query information about the reliability of a timestamp query.
D3D11_QUERY_DESC Describes a query.
D3D11_RASTERIZER_DESC Describes rasterizer state.
D3D11_RENDER_TARGET_BLEND_DESC Describes the blend state for a render target.
D3D11_RENDER_TARGET_VIEW_DESC Specifies the subresources from a resource that are accessible using a render-target view.
D3D11_SAMPLER_DESC Describes a sampler state.
D3D11_SHADER_RESOURCE_VIEW_DESC Describes a shader-resource view.
D3D11_SO_DECLARATION_ENTRY Description of a vertex element in a vertex buffer in an output slot.
D3D11_SUBRESOURCE_DATA Specifies data for initializing a subresource.
D3D11_TEX1D_ARRAY_DSV Specifies the subresources from an array of 1D textures to use in a depth-stencil view.
D3D11_TEX1D_ARRAY_RTV Specifies the subresources from an array of 1D textures to use in a render-target view.
D3D11_TEX1D_ARRAY_SRV Specifies the subresources from an array of 1D textures to use in a shader-resource view.
D3D11_TEX1D_ARRAY_UAV Describes an array of unordered-access 1D texture resources.
D3D11_TEX1D_DSV Specifies the subresource from a 1D texture that is accessible to a depth-stencil view.
D3D11_TEX1D_RTV Specifies the subresource from a 1D texture to use in a render-target view.
D3D11_TEX1D_SRV Specifies the subresource from a 1D texture to use in a shader-resource view.
D3D11_TEX1D_UAV Describes a unordered-access 1D texture resource.
D3D11_TEX2D_ARRAY_DSV Specifies the subresources from an array 2D textures that are accessible to a depth-stencil view.
D3D11_TEX2D_ARRAY_RTV Specifies the subresources from an array of 2D textures to use in a render-target view.
D3D11_TEX2D_ARRAY_SRV Specifies the subresources from an array of 2D textures to use in a shader-resource view.
D3D11_TEX2D_ARRAY_UAV Describes an array of unordered-access 2D texture resources.
D3D11_TEX2D_DSV Specifies the subresource from a 2D texture that is accessible to a depth-stencil view.
D3D11_TEX2D_RTV Specifies the subresource from a 2D texture to use in a render-target view.
D3D11_TEX2D_SRV Specifies the subresource from a 2D texture to use in a shader-resource view.
D3D11_TEX2D_UAV Describes a unordered-access 2D texture resource.
D3D11_TEX2DMS_ARRAY_DSV Specifies the subresources from an array of multisampled 2D textures for a depth-stencil view.
D3D11_TEX2DMS_ARRAY_RTV Specifies the subresources from a an array of multisampled 2D textures to use in a render-target view.
D3D11_TEX2DMS_ARRAY_SRV Specifies the subresources from an array of multisampled 2D textures to use in a shader-resource view.
D3D11_TEX2DMS_DSV Specifies the subresource from a multisampled 2D texture that is accessible to a depth-stencil view.
D3D11_TEX2DMS_RTV Specifies the subresource from a multisampled 2D texture to use in a render-target view.
D3D11_TEX2DMS_SRV Specifies the subresources from a multisampled 2D texture to use in a shader-resource view.
D3D11_TEX3D_RTV Specifies the subresources from a 3D texture to use in a render-target view.
D3D11_TEX3D_SRV Specifies the subresources from a 3D texture to use in a shader-resource view.
D3D11_TEX3D_UAV Describes a unordered-access 3D texture resource.
D3D11_TEXCUBE_ARRAY_SRV Specifies the subresources from an array of cube textures to use in a shader-resource view.
D3D11_TEXCUBE_SRV Specifies the subresource from a cube texture to use in a shader-resource view.
D3D11_TEXTURE1D_DESC Describes a 1D texture.
D3D11_TEXTURE2D_DESC Describes a 2D texture.
D3D11_TEXTURE3D_DESC Describes a 3D texture.
D3D11_UNORDERED_ACCESS_VIEW_DESC Specifies the subresources from a resource that are accessible using an unordered-access view.
D3D11_VIEWPORT Defines the dimensions of a viewport.
CD3D11_BLEND_DESC1 Describes the blend state that you use in a call to ID3D11Device1::CreateBlendState1 to create a blend-state object.
CD3D11_RASTERIZER_DESC1 Describes rasterizer state.
D3D11_BLEND_DESC1 Describes the blend state that you use in a call to ID3D11Device1::CreateBlendState1 to create a blend-state object.
D3D11_RASTERIZER_DESC1 Describes rasterizer state.
D3D11_RENDER_TARGET_BLEND_DESC1 Describes the blend state for a render target.
D3D11_PACKED_MIP_DESC Describes the tile structure of a tiled resource with mipmaps.
D3D11_SUBRESOURCE_TILING Describes a tiled subresource volume.
D3D11_TILE_REGION_SIZE Describes the size of a tiled region.
D3D11_TILE_SHAPE Describes the shape of a tile by specifying its dimensions.
D3D11_TILED_RESOURCE_COORDINATE Describes the coordinates of a tiled resource.
CD3D11_QUERY_DESC1 Describes a query.
CD3D11_RASTERIZER_DESC2 Describes rasterizer state.
CD3D11_RENDER_TARGET_VIEW_DESC1 Describes the subresources from a resource that are accessible using a render-target view.
CD3D11_SHADER_RESOURCE_VIEW_DESC1 Describes a shader-resource view.
CD3D11_TEXTURE2D_DESC1 Describes a 2D texture.
CD3D11_TEXTURE3D_DESC1 Describes a 3D texture.
CD3D11_UNORDERED_ACCESS_VIEW_DESC1 Describes the subresources from a resource that are accessible using an unordered-access view.
D3D11_QUERY_DESC1 Describes a query.
D3D11_RASTERIZER_DESC2 Describes rasterizer state.
D3D11_RENDER_TARGET_VIEW_DESC1 Describes the subresources from a resource that are accessible using a render-target view.
D3D11_SHADER_RESOURCE_VIEW_DESC1 Describes a shader-resource view.
D3D11_TEX2D_ARRAY_RTV1 Describes the subresources from an array of 2D textures to use in a render-target view.
D3D11_TEX2D_ARRAY_SRV1 Describes the subresources from an array of 2D textures to use in a shader-resource view.
D3D11_TEX2D_ARRAY_UAV1 Describes an array of unordered-access 2D texture resources.
D3D11_TEX2D_RTV1 Describes the subresource from a 2D texture to use in a render-target view.
D3D11_TEX2D_SRV1 Describes the subresource from a 2D texture to use in a shader-resource view.
D3D11_TEX2D_UAV1 Describes a unordered-access 2D texture resource.
D3D11_TEXTURE2D_DESC1 Describes a 2D texture.
D3D11_TEXTURE3D_DESC1 Describes a 3D texture.
D3D11_UNORDERED_ACCESS_VIEW_DESC1 Describes the subresources from a resource that are accessible using an unordered-access view.
D3D11_FEATURE_DATA_D3D11_OPTIONS4 Describes Direct3D 11.4 feature options in the current graphics driver.
D3D11_INFO_QUEUE_FILTER Debug message filter; contains a lists of message types to allow or deny.
D3D11_INFO_QUEUE_FILTER_DESC Allow or deny certain types of messages to pass through a filter.
D3D11_MESSAGE A debug message in the Information Queue.
_D3D11_FUNCTION_DESC Describes a function.
_D3D11_LIBRARY_DESC Describes a library.
_D3D11_PARAMETER_DESC Describes a function parameter.
_D3D11_SHADER_BUFFER_DESC Describes a shader constant-buffer.
_D3D11_SHADER_DESC Describes a shader.
_D3D11_SHADER_INPUT_BIND_DESC Describes how a shader resource is bound to a shader input.
_D3D11_SHADER_TYPE_DESC Describes a shader-variable type.
_D3D11_SHADER_VARIABLE_DESC Describes a shader variable.
_D3D11_SIGNATURE_PARAMETER_DESC Describes a shader signature.
D3D11_COMPUTE_SHADER_TRACE_DESC Describes an instance of a compute shader to trace.
D3D11_DOMAIN_SHADER_TRACE_DESC Describes an instance of a domain shader to trace.
D3D11_GEOMETRY_SHADER_TRACE_DESC Describes an instance of a geometry shader to trace.
D3D11_HULL_SHADER_TRACE_DESC Describes an instance of a hull shader to trace.
D3D11_PIXEL_SHADER_TRACE_DESC Describes an instance of a pixel shader to trace.
D3D11_SHADER_TRACE_DESC Describes a shader-trace object.
D3D11_TRACE_REGISTER Describes a trace register.
D3D11_TRACE_STATS Specifies statistics about a trace.
D3D11_TRACE_STEP Describes a trace step, which is an instruction.
D3D11_TRACE_VALUE Describes a trace value.
D3D11_VERTEX_SHADER_TRACE_DESC Describes an instance of a vertex shader to trace.
_D3D_SHADER_MACRO Defines a shader macro.
D3DX11_FFT_BUFFER_INFO Describes buffer requirements for an FFT.
D3DX11_FFT_DESC Describes an FFT.